Talanic
2007-05-07, 10:01 AM
Okay, I'm starting up a game IRL soon and don't have a ton of experience. I have access to a lot of the books, many through borrowing but I own the most essential ones. I also want to try some house rules.
First off, I'm using Fax Celestis's Paladin, at http://www.giantitp.com/forums/showthread.php?t=33551 because it's far too nice to pass up. My players are alerted to this already. Thanks for making it!
Second, I want favored class to count more. This requires more paperwork, but I want to try it out. Every fourth class level gained will be a gestalt level which requires one of those levels to be the favored class of the race in question. This provides more variety between race and class combinations (albeit some homogeny within one race), making combat techniques vary; all elves have a little arcane magic, all halflings are just a bit sneaky, et cetera. I will be handling level-ups for them (at least the mechanics of it; I'm not dictating what they level up as, just doing the math for them, since it's my system).
Third, I am planning to use rules that extend the point at which someone dies after going into negative HP. After dropping below negative ten, the character in question is severely injured and in need of drastic medical attention (death occurs at negative constitution). Healing spells don't cut it anymore, and a DC 15 heal check is required daily to prevent hp loss. DC 35 allows a single hit point to be restored that day, but the catch is that a healing spell--instead of appyling healing--modifies the check (and stacks); Cure Light Wounds modifies the check by 2 to 13, Cure Moderate Wounds modifies by 12 to 26. DC 65 heals two points and 95 heals three points, et cetera. Restoration heals 1d6 without a heal check, and Regeneration completes convalescence instantly, restoring to a positive 1 hit point plus the healing done by the spell.
Full details are at link:
http://www.giantitp.com/forums/showthread.php?t=43264
Fourth, players can choose at level-up whether they want to roll for HP or take half + 1. If they feel lucky, they CAN roll, but it's in their favor to take half + 1. Their choice!
Anyway, those are all the house rules I have at the moment. Is there anything severely glaringly wrong with them? My players so far haven't seen part 3, and both parts 2 and 3 are my own (possibly deranged) ideas. Is there anything else you would suggest?
First off, I'm using Fax Celestis's Paladin, at http://www.giantitp.com/forums/showthread.php?t=33551 because it's far too nice to pass up. My players are alerted to this already. Thanks for making it!
Second, I want favored class to count more. This requires more paperwork, but I want to try it out. Every fourth class level gained will be a gestalt level which requires one of those levels to be the favored class of the race in question. This provides more variety between race and class combinations (albeit some homogeny within one race), making combat techniques vary; all elves have a little arcane magic, all halflings are just a bit sneaky, et cetera. I will be handling level-ups for them (at least the mechanics of it; I'm not dictating what they level up as, just doing the math for them, since it's my system).
Third, I am planning to use rules that extend the point at which someone dies after going into negative HP. After dropping below negative ten, the character in question is severely injured and in need of drastic medical attention (death occurs at negative constitution). Healing spells don't cut it anymore, and a DC 15 heal check is required daily to prevent hp loss. DC 35 allows a single hit point to be restored that day, but the catch is that a healing spell--instead of appyling healing--modifies the check (and stacks); Cure Light Wounds modifies the check by 2 to 13, Cure Moderate Wounds modifies by 12 to 26. DC 65 heals two points and 95 heals three points, et cetera. Restoration heals 1d6 without a heal check, and Regeneration completes convalescence instantly, restoring to a positive 1 hit point plus the healing done by the spell.
Full details are at link:
http://www.giantitp.com/forums/showthread.php?t=43264
Fourth, players can choose at level-up whether they want to roll for HP or take half + 1. If they feel lucky, they CAN roll, but it's in their favor to take half + 1. Their choice!
Anyway, those are all the house rules I have at the moment. Is there anything severely glaringly wrong with them? My players so far haven't seen part 3, and both parts 2 and 3 are my own (possibly deranged) ideas. Is there anything else you would suggest?